ΟΜΑΔΑ STEAM
Rust Communities Archive RCA-
ΟΜΑΔΑ STEAM
Rust Communities Archive RCA-
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15 Μαρτίου 2023
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Government civil wars
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The friendly-fire war
An update to Rust introduced the clan table that increased the team size to 32, which some Government members assumed would solve the issue of friendly fire, so they agreed that jump checks would be abandoned for their Sept 2023 wipe on US Rustinity 2x monthly large, but did not inform every member about the agreement. Unfortunately, many members still used the team system (partly because the clan table was chronically full). Members split into different voice channels and sometimes had no interest in cross-communication. For these reasons, rates of friendly-fire had increased. The culture of the server was chaotic, which compounded the sense of confusion, as it was a 2x server with 520 players on wipe day with frequent crashes that led to rollbacks.

On 8th Sept, a Government team started fighting the Government clan (or a second team), which were unable (or not interested) to identify eachother as teammates. There was an unwritten rule that members were only allowed to open fire when on "the" team system, so members returning fire wouldn't have assumed they were engaged against friendlies. The battle started at the nearby excavator landmark where both sides met in battle-ready fashion, with fighting also taking place in the village. There were losses on both sides, with periods of peace during times when both sides were confident that their opposition were fellow Government members, but the peace descended back into chaotic fighting because nobody seemed interested in improving communication (still relying heavily on the clan system). Uniforms had rarely been used, and overlapping communication was not practiced.

One factor that may have inflamed the conflict was that it was happening during the War of the Four Towers where the Government villagers were fighting everyday against convicted cheaters that were invading the village, so (with little time to check targets) the villagers were firing on pretty much everything that moved (although many teamkills were simply down to pure bloodthirst). An enemy van and some choppers were destroyed in this period, along with countless bandits being killed both in the village and the excavator; villagers were quick to capture guns from any potential fallen opponent. The Government president stepped in and talked about the issue of friendly fire after trying to return downed weaponry to its rightful owners following the infighting.

A negative result of the civil war was that some villagers were demotivated by the friendly fire; atleast one Government chopper had been mistakenly shot down, which was said to have had the president onboard at the time. A positive impact of the civil war was that some villagers that had entered the fighting from a primitive position may have ended up with better weaponry after the president redistributed the guns - it was impractical to figure out exactly which guns should be given back to which players. The benefit of the guns being shuffled between villagers was that the most primitive members (the members furthest back in the arms race) ended up with better weapons, placing them in a better position to help defend against the invading bandits as the War of the Four Towers continued.

See also
Civil wars

Archive navigation
Main index
- Groups index
-- The Government
--- Government index
---- Government civil wars
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50+1
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Broken article
A minor edit (on 19th Oct 2023) to the team invite article resulted in it being hidden, as an automatic message explained: "This topic has been automatically flagged for containing potentially harmful content and has been hidden as a result."

The same thing had been happening in Sept 2023 on the Gmod archive, leaving one post invisible for over 100 days. In exchanges with Steam support, I was led to believe that this issue would only last 2 days, so it wasn't clear why the issue could go on for 100 days, and why the error messages said nothing about manual intervention.

Steam support was contacted over the ongoing issue, with a response explaining that the "content was hidden by Steam's Automated Content Check system pending a review by Steam Moderation Staff" and that the "check is usually quick but can take up to a couple of days in rare cases depending on the data load or even get stuck, but I have gone ahead and cleared the check for you."

It's still not clear whether the "temporarily hidden - awaiting analysis" issue and the "hidden as a result - for containing potentially harmful content" issue both require manual review and are both at risk of getting stuck.

It seems that in every case so far, if an article was stuck like this for more than the typical 20 seconds, and I didn't contact Steam support, it remained invisible to the public indefinitely, which is an issue that only started noticeably happening to the archives in Sept 2023.

The team invite post got stuck again after an edit on 20th Oct, so I waited until the 26th Oct before resorting to contacting Steam again. A speedy reply came in less than 52 minutes - again I was told that "It can sometimes take a day or two for our system to review your content due to the data load" ignoring the fact (which I pointed out) that it had been 6 days. The issue got far worse in 2024.

An article was written about the issue on the main Archive group:
https://gtm.steamproxy.vip/groups/tarchives/discussions/0/7091547412716394487/

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Government word cloud
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Friendly players
Players were somewhat friendly during the Garry's Mod Stranded days, but this friendly culture seemed to be protected by rules prohibiting violence, which were not used in Rust Legacy. Game updates leaning towards competitive gameplay resulted in a bloodthirsty culture that motivated players to join freshly wiped servers to fight in the emergent arms race, involving frequent raiding.

There are still friendly players, but the friendly interactions may now be fleeting. Project R.A.D.A.R. found that when roaming the map "you'll get shot everywhere you go even if you were chatty and unarmed". Most friendly interactions seem to be with neighbours, as it's awkward to have an opponent on the doorstep of your base, so players are motivated to be on friendly terms with players in the base nearest to them, although it's still common for neighbours to see eachother as the nearest threat (resulting in conflict).

Players that are friendly enough with eachother may become allies, or join together as a group, perhaps forming a village, and placing some expectation that they won't be betrayed, which would motivate revenge. There's a significant advantage to forming a group, as opposed to playing alone, so there's motivation for friendships to grow. Some of the most friendly players are the ones that build creative structures (sometimes called "roleplayers").

In some fighting games there are rules against making a truce with any of the opposing sides. Similarly in Rust, on servers that limit the scale of teams (such as solo/duo/trio servers) it may be against the rules to be "friendly" with neighbours, as the friendliness may be interpreted as the players being friends (part of the same group), although an admin should find evidence of direct co-operation if they wished to convict a player of exceeding the group limit.

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War of proximity
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Raid motivation
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Antipodal offlining
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Raid loot
This article describes what commonly happens to the loot of a raided base.

Building parts
If the toolcupboard was destroyed, then spare building parts left in boxes like doors or a toocupboard may be placed to take over the building. Unused deployable items like barricades or external walls may be used as cover during firefights, occasionally being placed to help defend against potential counter-raiders. If many external wall pieces are captured then they are often taken to be used later in building a compound wall.

Item value
If there was too much loot to carry in one trip, then the remaining loot would be at risk of being stolen by counter-raiders while the original raiders were busy banking the first trip (if the breach wasn't sealed). Potentially the raiders could break into the tool cupboard room and replace it to take over the building with a door of their own, which would keep the loot secure, but might be pointlessly expensive. It would also take longer and be more complicated to divide the loot from multiple trips. So it's common for raiders to only make one trip, and fill their inventory with only the highest-value items, perhaps dumping the remaining loot on the ground to despawn it so that no opponents could retrieve it later.

Items that have the highest value (that are stolen most often) include sulfur and explosives (which can be used to raid further bases). High quality metal and scrap are often taken, along with crude oil and low grade fuel. Guns are generally taken or despawned (if only to prevent the enemy from using them). Cloth can be valuable, along with other general resources such as wood, stone, and metal fragments.

Metal ore is sometimes ignored because it would have to be run through a furnace to be useful. Medical items are often taken, with the exception of bandages which are cheap and take up a relatively high amount of inventory space.

Perhaps out of sportsmanship, tools are generally left in a base, which allow the raided players to use them to gather resources to recover from the raid - only the best tools tend to be taken (jackhammers and chainsaws).

Components are taken fairly often (particularly ones relating to rockets or C4, like pipes and tech trash). Melee weapons are sometimes left behind, as are items of clothing (unless they are high level armor pieces).

Items left behind most often include resources that are easily gathered or have little utility like bones and charcoal. Diving gear is often abandoned, especially if the base is far inland. A raided base is often looted further by players snooping around to pick the base clean, perhaps looting the oil from lamps and wood from campfires.

If the tool cupboard was unlocked or missing then a looter might even craft a hammer to pick up deployables to use or recycle them, often taking high level workbenches and batteries, and sometimes taking furnaces and large boxes. Lower value parts such as cheap electricals, windows, and rugs might be left to decay. Deployables are often left behind because picking them up reduces their durability (which reduces their value).

Loot division
In The Government, loot is often divided up at the end of a raid, with the suppliers of the boom getting first pick, before the other participants take a share.

Raid leaders generally prompt the division of the bounty. Raid participants that don't get a share of the loot may lose motivation at the idea of joining further raids by the leader(s) regardless if they wanted items or not - being excluded from a share of the booty is considered disrespectful.

Loot Goblins might be shouted at (or threatened with being shot) for looting when they should be guarding against counter-raiders.

See also
Raid profit

Archive navigation
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- Raiding
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